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Call of Duty: Infinite Warfare - PC performance graphics benchmarks of Graphics Cards 2016

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iw7 ship 2016 11 04 20 42 06 831

developer: Infinity Ward
Publisher: Activision
Game release dates: November 4, 2016
Genres: Action (Shooter) / 3D / 1st Person

cd sys

In Call of Duty: Infinite Warfare, players will take on the role of Captain Reyes of the Tier 1 Special Operations unit, piloting the Retribution, one of Earth's last surviving ships. It is Reyes who will have to lead the remnants of the coalition forces and fight a ruthless enemy. As part of the plot, gamers will travel through the entire solar system and become participants in bloody battles.

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This subsection of our review highlights the main graphical aspects of this game. Particular attention is paid to the version of the graphics engine used, the version of the API used, graphic settings and the quality of development of the main visual aspects.

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Call of Duty: Infinite Warfare is only supported on Windows 7/8/10. Other operating systems are not currently supported by developers and are unlikely to receive support. 

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The priority and main graphics API for Call of Duty: Infinite Warfare is DirectX 11.

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Call of Duty: Infinite Warfare was developed by Infinity Ward and is based on the IW engine 7. In 2002, the three-dimensional shooter Medal of Honor: Allied Assault was released - one of the games in the Medal of Honor series, which takes place during the Second World War . This game used the id Tech 3 game engine (then known as Quake 3 Engine, after the name of the first game in which it was used) from id Software as a technological base. The development of Allied Assault was carried out by the studio 2015, Inc., some of whose employees left the company after the game's release to found Infinity Ward.

Infinity Ward

Infinity Ward's first game was 2003's Call of Duty, which, like Medal of Honor: Allied Assault, is set in World War II. This game is also built on the id Tech 3 engine. The choice of this technology is obviously explained by the fact that Infinity Ward employees already had experience working with it. Compared to the original id Tech 3, the graphics component of the engine has undergone a number of changes. Thus, the game began to actively use post-effects (for example, “image blur”), water is processed using shaders, which made it possible to create realistic reflections, the lighting system was complicated and dynamic soft shadows appeared. Subsequently, an official addon was also released for Call of Duty - Call of Duty: United Offensive.

Call of Duty 2 3


This diagram illustrates the history of the development of game engines in the “IW Engine” series. On October 25, 2005, the game Call of Duty 2 was developed by Infinity Ward, which is a full-fledged continuation of the first part. Call of Duty 2 is considered the first game to use the IW engine. Technically, this engine is a largely redesigned id Tech 3, an evolved version of the engine used in the very first part.

Call of Duty Modern Warfare 4

Compared to the original engine, this version has many improvements and changes built into it: instead of the OpenGL API, the image is processed using Direct3D, several bump texturing techniques are used, shadow processing is complicated, the particle system and post-effects are significantly improved. The next game based on the IW engine was Call of Duty 4: Modern Warfare in 2007. This game uses the third version of the engine (IW engine 3.0); the technology was once again refined and improved: facial animation, processing of water surfaces, lighting effects were complicated, new post-effects appeared, such as depth of field, and the possibilities of color correction of the image were widely used to give it a special stylization.

Call of Duty World at War

In 2008, the fifth part of the game series was released - Call of Duty: World at War (developer: Treyarch). The game is built on the third version of the engine (IW engine 3.0), which was modernized by Treyarch developers. Another Treyarch game, Quantum of Solace: The Game, was made using the same version of the engine. In 2009, Call of Duty: Modern Warfare 2 was released (development was again transferred to Infinity Ward). This game uses the next version of the engine, IW engine 4.0, with a number of improvements, including Streaming Textures technology.

On November 9, 2010, the seventh part of Call of Duty, Black Ops, was released. This game uses a significantly improved version of the IW engine 3.0, which was used in Call of Duty: World at War, which is likely due to the fact that the development of the game began in parallel with the creation of Modern Warfare 2. Compared to previous parts of the game, the graphical code was changed Several major improvements have been made, in particular, among other things, the lighting system has been completely redesigned and the operation of the particle system has been improved.

Call of Duty Black Ops

In the same year, the game GoldenEye 007, the “spiritual successor” of the original 007 GoldenEye 1997 for the Nintendo 64, was released on the Wii console. Eurocom was responsible for the development, and Activision was in charge of publishing. This game, according to some sources, also uses an internal modification of the IW engine (the exact version is unknown).

Call of Duty Modern Warfare 3

On November 8, 2011, Call of Duty: Modern Warfare 3 was released, based on an updated version of the IW 4.0 engine (working title - MW3 Engine); Infinity Ward, Sledgehammer Games and Raven Software were responsible for development. In October, Glen Schofield, founder of Sledgehammer Games, stated in an interview that the IW engine resembles a Porsche, and that criticism of the engine in reviews of Modern Warfare 3 was unfounded, as the developers are constantly modifying the technology and reworking it.

Call of Duty Black Ops 2

On May 1, 2012, the ninth game in the series and the sequel to 2010's Call of Duty: Black Ops, Call of Duty: Black Ops II, was announced. The game uses an updated version of the IW 3.0 engine used to create the first Black Ops game. HDR lighting, self-shadowing, bounce lighting and reveal mapping were added to the engine, and the PC version of the game had support for DirectX 11. According to Treyarch, their main priority is 60 frames per second (FPS) on any platform. The game was released on November 13, 2012.

blackops3 1

Call of Duty: Ghosts was released in 2013. The game was developed by Infinity Ward with the participation of Raven Software and Neversoft Entertainment. At the announcement, the game engine was described by representatives of the publishing house as “completely new”, but later the developers clarified that the engine is a development of their own engine - IW 6.0; Thus, the studio's animator, Zach Walker, said: “It is impossible to develop a new game engine from scratch in the two-year cycle that our games go through. We do things differently - we conduct research and draw conclusions about which systems and main parts of the engine are obsolete and update them, bringing them to the modern level. How much do we update them? I think enough to allow ourselves to call this engine new.” 

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Call of Duty: Infinite Warfare has a very wide range of graphic settings. Only advanced settings are available and they occupy as many as 4 submenu items..

  

Below we have provided screenshots of the game at various graphics settings, where our readers can see the difference between the minimum and maximum graphics quality settings. 

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The difference between the various settings is visible to the naked eye.

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Activating anti-aliasing completely eliminates all surface irregularities, but it makes the picture very blurry.

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The captina in Call of Duty: Infinite Warfare is good, dynamic, colorful, but nothing more. The game needs a completely new engine because The IW engine is almost exhausted and cannot provide advanced graphics technologies.

Next, we will move directly to gaming tests and determine what impact this game has on modern computer hardware.

Test version of the game on 2016-11-04 under the spoiler
  

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Test configuration
test stands

Test bench No. 1 based on the Intel Socket 2011 platformv3

Test bench No. 2 based on the Intel Socket 2011 platform

Test bench No. 3 based on the Intel Socket 1155 platform

Test bench No. 4 based on the AMD Soket AM3+ platform

Test bench No. 5 based on the Intel Socket 1150 platform

Multimedia equipment Monitor ASUS PQ321QE  
Software configuration
Operating system Windows 10 Pro
Graphics driver

Nvidia GeForce/ION Driver Release 375.76

AMD Radeon Crimson Edition 16.11.1

Monitoring program

MSI Afterburner v4.3

FRAPS

 
All video cards were tested at maximum graphics quality using the Action! program. The purpose of the test is to determine how video cards from different manufacturers behave under the same conditions. Below is a video of the test segment:

Our video cards were tested at different screen sizes of 1920x1080, 2560x1600 and 3840x2160 with maximum graphics quality settings. SLI and AMD CrossFireX at the moment not supported by the game.

The game has an insignificant frame lock of 125 FPS and an automatic texture reduction system with a small amount of video memory. So, if your textures are all very soapy at maximum settings, you should know that the game itself has set the texture quality to its liking and will not allow you to improve them yourself. This also explains why video cards with a small amount of video memory have acceptable FPS, even with high screen sizes.

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Testing at maximum quality settings 1920x1080

cod 1920 

With these settings, video cards of the Radeon RX 460 or GeForce GTX 750 Ti level showed an acceptable FPS. 

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Testing at maximum quality settings 2560x1440

cod 2560 

With these settings, video cards of the Radeon RX 460 or GeForce GTX 750 Ti level showed an acceptable FPS.  The optimal solutions will be video cards of the level Radeon RX 460 or GeForce GTX 770.

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Testing at maximum quality settings 3840x2160

cod 3840 

With these settings, video cards of the Radeon HD 7970 or GeForce GTX 960 level showed an acceptable FPS. The optimal solutions would be video cards of the Radeon R9 380X or GeForce GTX 970 level.

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msi

Testing of video memory consumed by the game was carried out by the program MSI Afterburner. The indicator was based on results on top video cards from AMD and NVIDIA with separate screen sizes 1920x1080 and 2560x1440 with different anti-aliasing settings.

Testing at maximum memory GPU quality settings

code vram 

The recommended amount of video memory usage for a resolution of 1920x1080 will be 8 gigabytes of video memory, for a resolution of 2560x1440 - 8 gigabyte video memory and for a resolution of 3840x2160 approx. 8 gigabyte video memory. 

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We tested processor dependence on 16 models of basic configurations that are relevant today. The test was carried out in those places where the value of video cards for the game is minimal and its load was less than 99%, this time at a resolution of 1920x1080.

Testing at maximum quality settings 1920x1080 NVIDIA

сod proz 

Testing at maximum quality settings 1920x1080 AMD

сod proz amd 

Processor performance in the game when using NVIDIA video cards is quite good. But with an AMD video card it is significantly lower, which is detrimental for the AMD processors themselves.

Loading of processor cores with maximum quality settings 1920x1080 Intel % 

code intel 

Loading of processor cores with maximum quality settings 1920x1080 AMD % 

code amd 

Call of Duty: Infinite Warfare uses up to 16 computing threads. The entire game uses 8 cores.

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sys

The test was carried out on the basic configuration of Core i 7 5960X@4.6 GHz with 32 GB DDR4 2400 MGz pre-installed memory. The entire used operational memory was taken as an indicator. The RAM test on the entire system was carried out on various test benches without launching third-party applications (browsers, etc.).

Testing the game's RAM consumption at various quality settings 

code ram 

As we can see, with various quality settings, the amount of RAM consumed in Call of Duty: Infinite Warfare was within 6000 megabytes.

Testing system RAM consumption  

code ram2 

On an 8GB system, Call of Duty: Infinite Warfare consumed 7.5GB of RAM. In the presence of a system with 12 gigabytes, the RAM consumption of all RAM was 8.5 gigabytes. With a 16 GB system, the total memory consumption was almost 10 gigabytes. And with 32 gigabytes of RAM, the system consumes 12 gigabyte of RAM. 

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Test configuration
test stands

Test bench No. 1 based on the Intel Socket 2011 platformv3

Test bench No. 2 based on the Intel Socket 2011 platform

Test bench No. 3 based on the Intel Socket 1155 platform

Test bench No. 4 based on the AMD Soket AM3+ platform

Test bench No. 5 based on the Intel Socket 1150 platform

Multimedia equipment Monitor ASUS PQ321QE  
Software configuration
Operating system Windows 10 Pro
Graphics driver

Nvidia GeForce/ION Driver Release 376.48

AMD Radeon Crimson Edition 16.12.2

Monitoring program

MSI Afterburner v4.3

FRAPS

 
All video cards were tested at maximum graphics quality using the Action! program. The purpose of the test is to determine how video cards from different manufacturers behave under the same conditions. Below is a video of the test segment:

Our video cards were tested at different screen sizes of 1920x1080, 2560x1600 and 3840x2160 with maximum graphics quality settings (default in the game). CF and SLI is not supported by the game. 

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 iw7 ship 2016 11 04 20 41 37 242

Testing at maximum quality settings 1920x1080

cd 1920 

With these settings, video cards of the Radeon RX 460 or GeForce GTX 750 Ti level showed an acceptable FPS. 

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 iw7 ship 2016 11 04 20 41 25 343

Testing at maximum quality settings 2560x1440

cd 2560 

With these settings, video cards of the Radeon RX 460 or GeForce GTX 750 Ti level showed an acceptable FPS. The optimal solutions would be video cards of the Radeon R7 370 or GeForce GTX 1050 Ti level.

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 iw7 ship 2016 11 04 20 41 20 793

Testing at maximum quality settings 3840x2160

cd 3840 

With these settings, video cards of the Radeon R9 280X or GeForce GTX 960 level showed an acceptable FPS. The optimal solutions would be video cards of the Radeon R9 380X or GeForce GTX 780 level.

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msi

Testing of video memory consumed by the game was carried out by the program MSI Afterburner. The indicator was based on results on top video cards from AMD and NVIDIA with separate screen sizes 1920x1080 and 2560x1440 with different anti-aliasing settings.

Testing at maximum memory GPU quality settings

 cd vram

The recommended amount of video memory usage for a resolution of 1920x1080 will be 6144 MB of video memory, for a resolution of 2560x1440 - 8192 MB of video memory, and for a resolution of 3840x2160 about 8192 MB of video memory. 

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We tested processor dependence on 16 models of basic configurations that are relevant today. The test was carried out in those places where the value of video cards for the game is minimal and its load was less than 99%, this time at a resolution of 1920x1080.

Testing at maximum quality settings 1920x1080 

cd proz 

The processor performance in the game is sufficient for all models.

Loading of processor cores with maximum quality settings 1920x1080 Intel % 

cd intel 

Loading of processor cores with maximum quality settings 1920x1080 AMD % 

cd amd 

Call of Duty: Infinite Warfare uses up to 8 computing threads. 

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sys

The test was carried out on the basic configuration of Core i 7 5960X@4.6 GHz with 32 GB DDR4 2400 MGz pre-installed memory. The entire used operational memory was taken as an indicator. The RAM test on the entire system was carried out on various test benches without launching third-party applications (browsers, etc.).

Testing the game's RAM consumption at various quality settings 

 cd ram

As we can see, with various quality settings, the amount of RAM consumed in Call of Duty: Infinite Warfare was in the range of 4000-5500 megabytes.

Testing system RAM consumption  

cd ram2 

On an 8GB system, Call of Duty: Infinite Warfare consumed 8GB of RAM. In the presence of a system with 12 gigabytes, the RAM consumption of all RAM was 9 gigabytes. With a 16 GB system, the total memory consumption was almost 10 GB. And with 32 gigabytes of RAM, the system consumes 10 gigabyte of RAM. 

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AMD Seasonic 40 years logo nvidia

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 Evaluation test 1 1 1 1 1 1 1 1 1 1 Rating 82% [114 vote(s)]



Graphics rating  1 1 1 1 1 1 1 1 1 1 Rating 58% [139 vote(s)]



Optimization  1 1 1 1 1 1 1 1 1 1 Rating 59% [145 vote(s)]

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Comments (87)

This comment was made by the moderator on the site

Posted by Pacinov:

At least take a look at the old indicators before posting this crap here.
First, take a look at the test segment and check exactly that. there really is a dip in it, despite the high FPS in the entire game

This comment was made by the moderator on the site

FPS always stays around 70-80, why get 49 fps at 290??

This comment was made by the moderator on the site

Where do these numbers come from?

This comment was made by the moderator on the site

They messed with the SLI profiles, added them, removed them... In the end, SLI doesn't work? Many other games have been played. About the game Some people get sick of the single-player campaign. Logvinov proves that this is almost a revelation from God, random reviewers say that Logvinov was bought, and the game is a conveyor belt. There is nothing masterpiece here, but this part is much better than the last one, in my opinion, and far from the bottom. Kit Harington is not enough, yes - he appears on the screen and says “You are all going to die!” or something like that, that’s all he does, there’s no confrontation with him. Maybe someday they will let a guest star play the role of a real cool villain, but for now they are taking it purely for marketing.

This comment was made by the moderator on the site

I played for an hour, this time they even tried, localized it as it should (and not like black ops 3) and even made sure that no one had any lag. I guess you can even take it for money :) I saw a video of Jon Snow, how he played a villain using motion capture. It’s interesting what happened to him, the start of the game with him was cheerful.

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